Post by Enkeria on Sept 13, 2018 13:38:18 GMT -6

You might be pleased to know that a speedrun mode was a stretch goal that was met during the Kickstarter. It seems easy to implement as well

Yeah, we need more than a timer in that mode.

Removal of intro text =/= skip cutscene easy or have them disabled.

And a topic to discuss

Should updates such as glitch- and bugfixes also apply for this mode? Or would you rather keep it "vanilla" and "exclusive from any kind of updates", so all exploits can be done in this mode?

Steam and consoles will probably push these kinds of updates with or without your consent. If you are a speedrunner, I hope you took the GOG version, so no "must update" features are needed for this kind of speedrunning.

I am not a speedrunner myself, just letting you guys know what I think. Nothing is confirmed.

Post by allooutrick on Sept 14, 2018 20:52:36 GMT -6

Enkeria I really need to stop responding when I'm pressed for time. Now regarding the thread, these are all good ideas. To add an idea of my own, players could input a seed for the RNG at the start of speedrun mode. This could be an easy way to add longevity to the community and make things more predictable to anyone who desire it. Some who would do a TAS might have a fun time with it too.

Post by Question on Sept 17, 2018 15:42:22 GMT -6

I keep an eye on all the feedback threads, even though I don't always reply.

I, personally, do not know exactly how speedrunning support will be implemented, but we'll have something as it's a big part of the Igavania games.Reading the thread, it sounds like the core desired elements would be:

Post by Astaroth on Sept 17, 2018 23:20:37 GMT -6

seeded rng i think would be a step too far because many games rng plays into the nail biting parts of will i or wont i pb this time, or bring in some super fun randomness to races (its hilarious to watch calebhart42 do ff7 runs with all the rng he has to deal with), plus eventually i think many runners will hone more to grabbing preset items until a method is found to manipulate rng so taking out that 'discovery' period will shorten the longterm arms race of speedrunners

the cutscene skip and timer thing, definitely a plus, especially if you can parse out loading times itll serve to keep the igt comparable between all systems and a lot of the speed community unified more in finding what quirks each system can bring as opposed to "pc category/fastest load console category"

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Post by purifyweirdshard on Sept 18, 2018 8:01:01 GMT -6

Is there a particular reason you would want this in the main game rather than a specific speedrun mode (that which is already coming)? If your worry is that it won't be there at launch, I wouldn't be too concerned about that yet as it seems like it'd be one of the simplest ones to implement, if they even need to add modes later.

Post by illasera on Sept 20, 2018 4:04:53 GMT -6

I keep an eye on all the feedback threads, even though I don't always reply.

I, personally, do not know exactly how speedrunning support will be implemented, but we'll have something as it's a big part of the Igavania games.Reading the thread, it sounds like the core desired elements would be:

seeded rng i think would be a step too far because many games rng plays into the nail biting parts of will i or wont i pb this time, or bring in some super fun randomness to races (its hilarious to watch calebhart42 do ff7 runs with all the rng he has to deal with), plus eventually i think many runners will hone more to grabbing preset items until a method is found to manipulate rng so taking out that 'discovery' period will shorten the longterm arms race of speedrunners

Sadly, you are BOTH using the WRONG terms, Randomness require seeds (even if you are not generating one, if you use rand functions , and you do , in some way,

IT WILL USE the already generated seed by the OS, as required by POSIX.1-2001) and UE4 does follow the rules and uses it.

Now everytime you generate a seed, you get different "Random" results.

If they use a constant value as seed, the randomness will ALWAYS BE THE SAME.

if they change the seed every time the game starts by a random value (Mostly current time or the CPU's cycles count "rdtsc" or /dev/random (Unix-like/linux only) values)

You will get each time you launch the game different result.

if they change the seed every loading screen , then every loading you will get different results.

So the two questions are as follow : "Is the seed constant, and if not, how frequent does it change"?

Post by Astaroth on Sept 20, 2018 9:35:36 GMT -6

dude, chill, i know what you were asking for and my point still stands, presetting the seed like a randomizer does (why i used it in past tense) to allow multiple people to race the same set of parameters is great but even within those its the key items that are being set, not which enemy will drop a rupee or a heart, and by pregenerating a drop chart or setting drop rates to x% you will take a lot of the luck component of races and speedruns out of the equation (at some point adaptability will overcome luck in runners but you need that buildup), and youll cut quite a bit of the life off the arms race of a speedrun if you jump straight to the point where everybody knows when x enemy will drop y item on z frame

could there be a mode that alters different values like double drop rates but also doubles enemy attack? sure, this could be a function of difficulty modes, we dont know yet

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